0 Copyright Notice
1 Bugs fixed
4 Climate Death Rate
5 UFO Objects
6 Language Files
7 Friendly Codes
8 Minefield Friendly Codes
9 Misc. Friendly Code Rules
11 Hyper drive Ships
12 Engine Tech Shield Bonus
13 Data Warnings
14 Friendly Code Battle Order
15 Planets Attacking Ships
16 Disable Torpedo System
18 Scan Range
19 No Fuel
20 Warp Wells
21 Ground Attack
22 Sensor Scan Range
23 Dark Sense
24 Cloaking Ships
25 Anti-Ship Mine Fields
26 Mineral Mines
27 Isotope Trans-Uranium Mutation Rate
30 Long Range Sensors and
31 Enemy Planets
32 Host Log File
33 Structure Decay
34 No Money Fighters
35 Cyborg Assimilation Rate
36 Password Disable
37 Science Ships (Climate chargers)
39 Glory Device
40 Super Spy Deluxe
41 Loki Class Destroyer
42 Cobol Class Research Vessel (Fuel Scooper)
43 Bio Scanner
44 Aries Class Transport
45 Lady Royale
46 Super Star Destroyer
47 Advanced Cloak
48 Ion Storm
50 Tow Capture
51 Unhappy Natives
52 Cloaked Ships Can Attack
53 Hidden Mine Fields (Ion Storms)
54 No High ASCII Friendly Codes
55 Exploding Tow Ship
56 New Race Names
57 Ship Build Queue
58 Priority Build Points
59 Ionic Pulse
60 Mine Hits May Slowdown Starships
61 Messages Set To Host
62 Misc. Info
63 Hconfig Settings Explained
64 UFO Programming Issues
(15) PLANETS ATTACKING SHIPS:
The game can be configured so that the planetary friendly code "ATT" or "NUK" causes a planet to attack any enemy ship in orbit. This will override the matching friendly codes not fighting rule. ( ATTack or NUKe ). Some ships and races are immune to attack from planets.
(16) DISABLE TORPEDO SYSTEMS:
A ship may disable it's torpedo systems by using the friendly code "NTP". ( No TorPedoes ) If two ships that are enemies use the "NTP" friendly code they will still fight. This is also a special case where matching friendly codes does not count.
The "NTP", "ATT" and "NUK" must be all in uppercase.
This will also disable fighter launches.
Very bad things happen to people that try to cheat. . . The Tim Continuum is watching a little closer now. It sees money from nowhere, minerals appear, torpedoes turning into fighters, etc. . .
(18) SCAN RANGE:
The range that you can see enemy ships is now limited by a scan range that the host can configure. Ships beyond the scan range in open space can NOT be seen. An enemy ship in orbit around a planet that you do not own and do not have a ship in orbit around can not be seen.
(19) NO fuel:
Ships that have no fuel can not intercept or tow. The host can decide if he will allow ships without fuel to drift short distances.
Most ship missions can not be done when a ship is out of fuel.
(20) WARP WELLS:
All planets place a stress on the time space continuum for a distance of 3 light years (circle) in all directions. Any ship that warps within a distance of 3.001 light years to a planet will fall into the planets warp well and end up at the planet.
Ships with a speed of warp 1 are not effected by warp wells.
(21) GROUND ATTACK: ( Dropping colonists )
The host can configure the ground attack and defense factors of all races. Every 20 defense outposts add a defense factor to the planet. ( 100 defense outposts would make a planet 5 times stronger then it's normal defense factor. )
(22) SENSOR SCAN RANGES:
Ships can now have a very good chance of detecting all planets within the sensor range that have less then 15 defense outposts and has ether more then 15 factories or more then 20 mineral mines. Every defense outpost reduces the odds of being detected by 6.6666%.
Any planet with no defense and more then 15 factories or more then 20 mineral mines will be detected.
A planet with 15 defense outpost or more can not be detected by sensors.
(23) DARK SENSE:
The Evil Empire can now dark sense ALL planets within dark sense range that have enemy colonists, except for Rebel colonies.
The Dark Sense is unable to find the Rebels.
(24) CLOAKING SHIPS:
Ships with damage greater than the amount of damage that prevents cloak can not cloak.
If a cloaked ship hits a mine and its damage going beyond the amount that prevents cloak the ship will fall out of cloak instantly.
Ships may have to burn fuel to cloak. ( This is up to the host. ) The amount of fuel that the ship must burn is based on the hull mass of the ship.
When a cloaked ship is burning fuel to stay cloaked and it does not have enough fuel to remain cloaked the ship will decloak and not burn the cloak burn fuel.
There are odds that a ships cloak may fail from time to time and be seen. The odds of this is up to the host and can range from 0% to 50%. There is no way for a player to know if the ships cloaking device has failed to work.
The Resolute and the Darkwing have advanced cloaking devices .They do not burn any extra fuel to cloak as all other cloaking ships do. They can cloak in an ion storm, they are the only ships that can cloak in an ion storm.
The cloak fail rate works as set in HCONFIG.EXE. The odds are within a few percentage points of the set rate. The HOST.LOG now will tell you how many cloak fails took place out of how many ships are cloaked.
(25) ANTI-SHIP MINE FIELDS:
A minefield is a small area of space that is peppered with warheads that track and launch themselves at passing enemy ships that are unlucky enough to trigger one of them.
Minefields are formed when a starship with torpedoes chooses the mission Lay Mines. All the ship's torpedoes are taken apart by the ships chief engineer and reprogrammed to serve as deep space mines. High tech torpedoes are divided into several smaller units that can cover a greater area of space.
If a ship lays mines inside an established minefield, the new mines will become part of the existing minefield if the minefield belongs to the ship's race.
An enemy ship has a 1% chance of hitting a mine for every light year traveled. It is very likely that a ship that travels through the above example minefield (all 120 light years of it) will hit a mine, but there is still a slim chance that the ship won't.
The amount of damage done to a ship depends on the mass of it's hull. The cargo and fuel masses will not help to save the ship.
Damage% = 10000 / ( the hull mass )]
A ship with a hull mass under 100 KT will be destroyed by a single mine. Most battleships are over 500 KT so they can take 5 or more mine hits before being destroyed. A ship that is being towed cannot take damage from a mine. Web mines are smaller than normal mines, but are much more difficult to travel through. There is a 5% chance of hitting a web mine for every light year that you travel through. A web mine does 10% of the damage of a normal mine, but causes your ship to become stuck in the web and your ship will be forced to stop moving. Next turn you may set a new waypoint and warp out of the web minefield and hope you don't hit another web mine. Web mines drain 25kt of fuel from a ship every turn that the ship begins its movement in any web minefield. If the ship is in more than one web mine field the ship will be drained 25kt from each web minefield.Any ship that hits a web mine loses 50kt of fuel OR 1/6 of the amount of fuel in the ships fuel tank, whichever is the greater amount. The order of events are: lay mines, mine sweep, mine scan, mine decay, web mine fuel drain and then ship movement.
Web Mines Damage% = 1000 / ( the hull mass )
The above default mine hit odds can be configured by the host to make it easier or harder to hit a mine.
The range that a ship can detect an enemy minefield can be set by the host. You will see the range that was set and all other minefield setting the host is using in the config messages that are sent from the host. You will get a report on all minefields within this detection range; both your mines and enemy minefields.
Starships with beam weapons that are inside one or more enemy minefields can destroy the mines using the Mine Sweep mission. The ship will fire its beam weapons at random and at a wide setting to blanket an area of space with energy that will knock out the minefield. Minefields will shrink in size as the outer mine units move inward so that the same level of protection is constant throughout the minefield.
The number of minefield units that are destroyed per turn by a ship doing a Mine Sweep depends on the number of beam weapons and their tech level.
One minefield unit is destroyed per turn through natural causes. A percentage of mines set by the host are also destroyed every turn.
The host sets a limit on the size of minefields, after this limit is reached no more mines can be added to the minefield.
It is possible that a starship that hits a mine will be slowed by 10LY for every mine hit the ship takes. Starships below a HCONFIG set tech level that hit a space mine will be slowed by 10 LY if it has more than 10 LY to travel when it hits the mine. (default tech level = 7)
Normal minefields and web minefields can overlap, unless the mines destroy web mines option is turned on.
The number of mines that a ship can sweep can be configured in HCONFIG.EXE
The host has the option of letting overlapping enemy mine fields destroy each other.
Both mines and web mines have a decay rate at which they disappear due to natural causes. The default is 5%.
There is a maximum size that mine fields can be. If a ships tries to expand a field beyond the maximum no more torpedoes will be converted to mines. If a ship keeps it's mission to lay mines the mines lost to decay will be replaced by new mines so long as the ship has torpedoes.
Mine fields of the same race may overlap.
Mine fields belonging to allies may overlap.
Mine fields and web mines may overlap.
Web mines belong to races other than the Crystals will not drain fuel from ships that are not moving. They will drain fuel if the ship hits a mine.
Web minefields belonging to the Crystals will drain 25kt fuel from any enemy ship in the minefield every turn, even if the ship is not moving. This is in addition to any fuel lost from hitting a mine.
The odds of hitting a regular or web mine can be changed by the HCONFIG program.
Minefields do not merge.
There is a limit on how far you can you can detect mine fields. You will get a report on all mine fields within this detection range. Both yours and enemy minefields.
(26) MINERAL MINES:
Mines extract minerals from the planet's core as long as one of the four minerals are present. If no minerals are present, mines are completely useless. The cost of building a mine is 4 megacredits and a supply unit. The maximum number of mines that can be constructed on a planet is limited by the size of your colonist population.
Mines only remove minerals from the ground, they DO NOT produce minerals out of thin air, they will stop giving you minerals when the planet runs out of minerals. When a planet runs out of minerals all the mines on the surface become useless junk that cannot be recycled. Mines are permanent scars on the planet's surface and will add to the planet population's discontent.
Starships and colonists can take a mining survey of the planet that will show you a graph of the amounts of minerals remaining unmined in the planets core and a listing of the amounts of ore that have been mined so far and are ready for use.
The survey will also tell you the number of mines present on the planet. The rate that your mines can extract ore out of the ground depends on the concentration of the ore. There are five grades of mineral concentration.
The amount of minerals in a planet is rated at five different
Most planets can be mined clean in just a few turns, but planets with abundant minerals will produce minerals for a very long time.
If you build a great number of mineral mines the population on the planet will unhappy and you will be forced to drop the tax rate to keep them happy or else face the risk of riots and war. Mineral mines and factories risk showing up on enemy sensors unless the planet has more than 15 defense outposts.
When there is not enough manpower on the planet to maintain structures on the planets surface the structures will decay at a rate set by host. The rate is the number of undermanned structures that can be lost in a single turn. If it is set to 3 than up to 3 of each type of structure can be lost in a single turn on a planet that does not have enough colonists to support. This applies to mines, factories and defense outposts.
The mineral mining rates of all races can be adjusted in the HCONFIG program.
(27) ISOTOPE TRANS-URANIUM MUTATION RATE
The HCONFIG can set the rate at which new minerals are formed in the planetary core of all worlds. The new minerals are formed by the natural isotopic break down of uranium into trans-unranium elements.
Density ranges from 100 ( Large Masses ) to 1 ( Very Scattered ) More minerals are formed on planets with higher mineral densities then on planets with lower mineral densities. This takes place every turn.
If set to 5 (default) and a planet has a density of 100%
(Large Masses) 5 kt of each mineral will appear each turn in the
planet's core. This must be extracted by mineral mines to be used to build ships.
You may impose taxes on both native populations and your colonists to generate megacredits.
In the bottom left corner of the build screen is the general
feeling about you. The population can love you, like your
leadership, be undecided about you, not like you, or hate you. If
the population of a planet is mad at you for several
turns they may grow unhappy and start to riot or even start a civil war. During a riot or war the population will kill each other and destroy structures.
To the right of the general feeling toward you is an estimate of how much money may be collected the next turn. If the tax rate is set too high a riot will take place, the tax rate will drop to 0% and no taxes will be collected.
The population will become upset with you if taxes are too high or there is overpopulation. They may become upset if there are too many mines, factories or defense posts and an environmentalist movement is active within the population.
The maximum amount of taxes that can be collected from the natives depends on the number of colonists on the planet. One hundred colonists (one clan) can collect one megacredit per turn.
Higher tax rates slow the birth rate slightly.
The amount of taxes that a race can collect per turn can be adjusted in the HCONFIG program. However, if the rates are changed they will not match up with the amount projected by the PLANETS.EXE / WINPLAN.EXE programs. These programs expect the Federation player to get double the credits and all other players to get normal credits.
The amount of taxes that can be collected from natives based on their government system:
|Anarchy||20% of normal may be collected|
|Feudal||100% (same as colonists)|
Native Race Advantages
Every native race has an advantage or behavior that in most cases can be used to your favor.
Any starbase that is built around a humanoid planet will have tech 10 hull technology automatically.
Every 10000 Bovinoids will produce 1 supply unit per turn. To collect the supplies you must have 100 colonists (one clan) for every supply that you collect.
If there are 100 or more Reptilians living on a planet then your mining rate will be doubled. They will gladly help your colonists mine and move large boulders.
Are quick to forgive you for overtaxing them. They will allow you to slightly overtax them without growing unhappy. (They are somewhat dumb)
The Amorphous lifeforms eat 500 colonists (5 clans) per turn. They will not pay taxes and will become upset if you try to tax them. The Cyborg cannot assimilate them. Only the Glory device can kill them. They can then be made into soup.
Insectoids produce twice the normal amount of credits per turn per percentage as other native races.
AMPHIBIAN: Any starbase that is built around an amphibian planet will have tech 10 beam weapon technology automatically.
Any starbase that is built around a ghipsoldal planet will have tech 10 engine technology automatically.
Any starbase that is built around a siliconoid planet will have tech 10 torpedo technology automatically.
There is a switch in HCONFIG that that allows native races to be discovered from time to time on worlds without native life. They will be found only on worlds that do not already have native life.